Professional Documents
Culture Documents
The Onegeon
The Onegeon
If you are playing the Party you have 4 attributes or ‘classes’. Each class
THE ONEgeon
Levels: Each Class has a Level (from 0-9), HP (= Level) & a Difficulty (=
has a level. Your objective is to finish the Dungeon and find the MacGuffin. 10+Level). Roll 1d20 on or under the Class Difficulty to succeed on a
WARM COOL Check.
Creation: At Party creation assign 2d6 or 7 levels to the Party. Choose a
Fighter Rogue weapon each for the Fighter and Rogue, and a spell each for the Cleric
strong, athletic, intimidating sneaky, careful, deceptive
PHYSICAL
Check to multiattack: attack multiple Check to sneak attack: do extra and Wizard (they get their cantrip by default). You can change these out
times = max ½×Level (round up) damage = ½×Level d6 (round up) between Dungeons.
Choose longsword (1d12 slash) or Choose dagger (1d6 pierce, conceal) or Improvement: Increase one of your Levels by 1 per Dungeon completed.
warhammer (1d12 crush) bow (1d6 pierce, ranged)
Combat: Turns last 1 second and each monster and Class gets 1 action.
With this action they may: attack, cast a cantrip or spell, move up to 6
Cleric Wizard squares (6 sq), interact with an object, grapple (Fighter only) (roll to make
helpful, wise, empathetic
MENTAL
aggressive, mindless violence want something, have something Monsters and Denizens have a level, HP (= Level), and Difficulty (=
Traps Puzzles 10+Level). They must roll Difficulty to hit the Party.
OBJECTS